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Tiberium Twinkle?
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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Tue Nov 18, 2003 2:38 am    Post subject:  Tiberium Twinkle? Reply with quote  Mark this post and the followings unread

I was just thinking, is it possible to make the Tiberium twinkle?? I browse through the rules.ini and art.ini but I dont know where to start Very Happy can someone gimme any ideas Confused Thx

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Nov 18, 2003 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

only way i know of is triggers and waypoints, done in finalsun

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Nov 18, 2003 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I think they did it in TSR, but removed it because it was a resource hog.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Nov 18, 2003 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, i also did in in TSTW but there are two buts.

1) It's quite a bit slower on snail PC's

2) It makes all tiberium appear black on radar, for some reason (this is the real problem)

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Tue Nov 18, 2003 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm.. i'm prepare to try it out... can you teach me? besides my 'tiberium' already appeared black on radar, i changed them to ore Very Happy

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Nov 18, 2003 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

you just have to copy the twinkle code from RA2.. then make your own twinkle anim for TS.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed Nov 19, 2003 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm are you sure? coz i found only these line related to the Twinkling ore #Tongue

OreTwinkleChance=30
OreTwinkle=TWNK1

Can these even be used in TS??

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 19, 2003 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

take a look in art ini and there should also be quite big entries in rules.ini (look for TWNK1)

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed Nov 19, 2003 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well all i could find is...

these in art.ini ->

[TWNK1]
LoopCount=-1
RandomLoopDelay=120,300
DetailLevel=2
HideIfNoOre=true
Rate=450

these in rules.ini ->

OreTwinkle=TWNK1

787=TWNK1 ; listed on anim list

Well I've added them and the TWNK1.SHP ... bad it doesnt work, thanks anyway i was just experimenting #Tongue

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 19, 2003 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

U need to add cellanim=yourtwinkle anim to every tib listed in rules ini...

*example*

[TIB2_17]
Image=TIB17
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=yes
CellAnim=BLUETWINKLE
RadarColor=0,0,255

be sure to list the anims in rules.ini under the [Animations] section.

Art.ini:

[BLUETWINKLE]
;LoopCount=7
Normalized=yes
RandomRate=150,250
TerrainPalette=yes
NewTheater=yes
Surface=yes
YDrawOffset=-50
LoopCount=-1
IsAnimatedTiberium=yes
Rate=100
DetailLevel=2
UseNormalLight=yes
;RandomLoopDelay=1000,2000
RandomLoopDelay=120,300

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awrethien
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Joined: 01 Jan 2003
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PostPosted: Wed Nov 19, 2003 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe if you only added it to say one in three it wouldnt be such a resource hog. and it would aper the right color on radar(wee mostly)

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Nov 20, 2003 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

You know i tried that, but for some reason it won't work. It's weird. I guess the game still recognizes, for example, all green tiberium as TIB01_1, but uses the different images of 1...20.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Nov 25, 2003 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I got Tiberium to twinkle way back in the days of TSR 1.0

TheDvd you cannot copy the RA2 code because RA2 contains special tags like
DoNotTwinkleWhenNoOre=
or some crap like that (cant remember exact tag)

You have to use a work around by giving each Tiberium entry a CellAnimation

You can copy the Repear Random delay from RA2 (BUT THIS IS ALL)

Originally Posted by The Dvd
Quote:
1) It's quite a bit slower on snail PC's

2) It makes all tiberium appear black on radar, for some reason (this is the real problem)


These are not anything to do with it :S, It does not make things run slow (certainly not the testing I did)
And I cannot see how it changes tiberium to black (I had this problem in early versions of TSR but it was not due to the twinkle cell animtion)


In fact FireStorm there is 1 problem with this code (but 1 big problem). Due to the constant appearance of the twink anims (twinkle1/2 and 3 in TSR 1.0) and the nature at which the animations are displayed and part of the map (due to it being a cell anim)
It overloads Multiplayer games (not skirmish, this runs perfectly) and causes a Syncronization Error normally around 5 minuets into the game, it is pretty much always 5 minuets (hardly changing) and happens 100% of the time.

I may have found a tiresome work around for this error but with everything else I have been doing for TSR 1.2 I have had no time watsover to even begin trying it

If you can find TSR 1.0 screenies you can witness how great this looks ingame (infact some TSR 1.1 beta screenies also shows it)

Also you can take the code from TSR 1.1 at your wish and play around with it, just make sure you have another person willing to test it with you on Mplayer

@TheDvd: May I ask, did you figure out how to get animating tiberium to work on your own. Because as far as i knew, before i released TSR 1.0 I was the only person to have ever got it working, thanks to the help of a friendly e-mail from DeeZire saying that he thought it could be done using the CellAnim tag but was not sure and hadnt tested it. Question

-SMIFFGIG

P.S. the twinkle anims are in the TS conquer.mix leftover from RA1, they are in bad pallete so if you wanna play around with this take the good ones i done from the TSR 1.1 mix files Wink
Good luck FS Smile (or anyone else who tries)

EDIT: Also thedvd, the code you posted was mine e.g.
;RandomLoopDelay=1000,2000
RandomLoopDelay=120,300

The top loopDelay is the one from RA2 however i decided to change this (either due to to long or to short gaps between anims)
the second value is a result of trial and error to see which worked best Confused Arrow Neutral

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 25, 2003 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

TSR 1.0 had it, but SMIFF found out that it screwed up the multiplayer games and removed that... So, it's really not recommendable to add this feature, although it looks good Wink.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Nov 25, 2003 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... what do you mean with animated Tiberium, you mean the harvestable stuff or the plants? both can be animated, the first one by adding a CellAnim animation (would cause problems with tib patches that aren't yet fullgrown), the second with IsAnimated=yes. (I haven't tried any of it though)

btw, about the radar colour, i tested it thorougly, as soon as i removed the cellanim's, the tiberium would appear in the correct colout on the radar..

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